suppressive fire

By Poyet, in Dust Tactics Rules Discussion

new rule .

suppressive fire is a variant of Reactive fire

suppressive fire is a special action available to all units that haven’t been activated yet during
the current game round. Reactive Fire allows your unit to attempt to shoot and suppress canceling move enemy unit
when it declare MOVE action while within line of sight and range of your weapons.
suppressive fire temporarily interrupts the action of an enemy unit to allow one of your units
to open fire. In order to perform this action, you must first select one of your unactivated
units and roll one die.
If success your rapid fire suppressed enemy unit making them stay at place (they still loose action used up on suppressed move and cannot move this round) . Suppressing fire use one action leaving second for regular activation for Suppresing unit.
If failure Suppresing unit still looses action.
basically -one action Reactive Fire that stops movement instead doing damage
What you think?

Supressive fire is generally used in assault not defence, if anything it should be used by the attacker to prevent defenders performing reactive fire, maybe by suppressive fire activates an enemy (it can't do anything though) and so stops it from reactive shooting.

I would think the fear of enemy reactive fire forcing you to stay put would simulate suppressive fire pretty well.

Grand Inquisitor Fulminarex said:

I would think the fear of enemy reactive fire forcing you to stay put would simulate suppressive fire pretty well.

Yup, which is why it's used in an assault and not as a defensive measure.

Major Mishap said:

Supressive fire is generally used in assault not defence, if anything it should be used by the attacker to prevent defenders performing reactive fire, maybe by suppressive fire activates an enemy (it can't do anything though) and so stops it from reactive shooting.

from wiki

Suppressive fire is a term used in military science and defined by the North Atlantic Treaty Organization (NATO) as “fire that degrades the performance of a target below the level needed to fulfill its mission

and

Suppressive fire is a term used in military science and defined by the North Atlantic Treaty Organization (NATO) as “fire that degrades the performance of a target below the level needed to fulfill its mission

Yep i agree that reactive fire work like that on meta level so maybe its not needed.

For me Dust tactics right now is about position and movement denial - i was aiming to address that.

For example you have thin entry - now scenario is you walk in get reactive fire - shoot back - next turn someone will double and finish unit off based on initiative roll really. With my mod you can use Suppressive fire and just block the entrance without any killing.You get high chance on tactical adventage instead low chance on destroying enemy unit.

appreciate you comments , i will test it and think about it some more ....

Apparently Dust Warfare has this to an extent. If a unit is hit it must make a roll (not sure if the roll needs a hit or a miss result to succeed) and failure will reduce that unit/squad/hero/vehicle (whatever) to one action instead of two on its next activation. Pretty brutal.

I think the same should work for reactive fire, you shouldnt lose your next activation, just one action (and a shooting action at that).

I am not sure if suppressive firing/pinning will affect vehicles or heroes or if there will be special skills to help avoid it (roll 2 dice needing one success, or three dice needing one success and so forth) but it looks interesting and has possibilities.

As for suppressive fire, it is generally used (as we were trained in Basic Training) to keep the enemy down so you can move with reduced chances of being shot at/hit. IN this instance i would have ruled it as a special attack option, you roll half your dice for attacking (minimum of 1) and if successful (get at least one hit result) no one can reactive fire to your next action if you choose to move.

Peacekeeper_b said:

Apparently Dust Warfare has this to an extent. If a unit is hit it must make a roll (not sure if the roll needs a hit or a miss result to succeed) and failure will reduce that unit/squad/hero/vehicle (whatever) to one action instead of two on its next activation. Pretty brutal.

I think the same should work for reactive fire, you shouldnt lose your next activation, just one action (and a shooting action at that).

I am not sure if suppressive firing/pinning will affect vehicles or heroes or if there will be special skills to help avoid it (roll 2 dice needing one success, or three dice needing one success and so forth) but it looks interesting and has possibilities.

As for suppressive fire, it is generally used (as we were trained in Basic Training) to keep the enemy down so you can move with reduced chances of being shot at/hit. IN this instance i would have ruled it as a special attack option, you roll half your dice for attacking (minimum of 1) and if successful (get at least one hit result) no one can reactive fire to your next action if you choose to move.

I am trying to remember the Suppressive rule they had in Dust Warfare. I do remember that if the number of suppressive markers equal the number of units in the squad they retreat.